/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef ILLUSIONS_ILLUSIONS_H #define ILLUSIONS_ILLUSIONS_H #include "illusions/graphics.h" #include "audio/mixer.h" #include "audio/decoders/aiff.h" #include "common/array.h" #include "common/events.h" #include "common/file.h" #include "common/memstream.h" #include "common/random.h" #include "common/str.h" #include "common/substream.h" #include "common/system.h" #include "common/winexe.h" #include "common/winexe_pe.h" #include "engines/advancedDetector.h" #include "engines/engine.h" #include "graphics/surface.h" struct ADGameDescription; namespace Illusions { #define ILLUSIONS_SAVEGAME_VERSION 0 class ResourceSystem; class BaseResourceReader; struct SurfInfo; class ActorItem; class ActorInstanceList; class ActorType; class BackgroundItem; class BackgroundInstanceList; class BackgroundResource; class Camera; class Control; class Controls; class Cursor; class Dictionary; struct Fader; class FramesList; class Input; class Screen; class ScreenText; class ScriptOpcodes; class ScriptResource; class ScriptStack; class Sequence; class SoundMan; class SpecialCode; class TalkInstanceList; class ThreadList; class UpdateFunctions; enum { kGameIdBBDOU = 1, kGameIdDuckman = 2 }; struct IllusionsGameDescription { ADGameDescription desc; int gameId; }; class IllusionsEngine : public Engine { public: IllusionsEngine(OSystem *syst, const IllusionsGameDescription *gd); ~IllusionsEngine(); const Common::String getTargetName() { return _targetName; } private: const IllusionsGameDescription *_gameDescription; Graphics::PixelFormat _pixelFormat; public: Common::RandomSource *_random; Dictionary *_dict; ResourceSystem *_resSys; BaseResourceReader *_resReader; UpdateFunctions *_updateFunctions; void updateEvents(); Screen *_screen; ScreenText *_screenText; Input *_input; ActorInstanceList *_actorInstances; BackgroundInstanceList *_backgroundInstances; Camera *_camera; Controls *_controls; TalkInstanceList *_talkItems; ScriptOpcodes *_scriptOpcodes; SpecialCode *_specialCode; ThreadList *_threads; SoundMan *_soundMan; uint32 _nextTempThreadId; bool _doScriptThreadInit; ScriptStack *_stack; ScriptResource *_scriptResource; bool _rerunThreads; Fader *_fader; int _pauseCtr; int _resGetCtr; uint32 _resGetTime; bool _unpauseControlActorFlag; uint32 _lastUpdateTime; uint32 _savegameSceneId; uint32 _savegameThreadId; uint32 _fontId; int _field8; uint32 _fieldA, _fieldE; WidthHeight _defaultTextDimensions; Common::Point _defaultTextPosition; int16 _menuChoiceOfs; int getGameId() const { return _gameDescription->gameId; } void runUpdateFunctions(); int updateActors(uint flags); int updateSequences(uint flags); int updateGraphics(uint flags); int updateSprites(uint flags); int updateSoundMan(uint flags); uint32 getElapsedUpdateTime(); Common::Point *getObjectActorPositionPtr(uint32 objectId); int getRandom(int max); int convertPanXCoord(int16 x); bool calcPointDirection(Common::Point &srcPt, Common::Point &dstPt, uint &facing); void playVideo(uint32 videoId, uint32 objectId, uint32 value, uint32 threadId); bool isSoundActive(); void updateFader(); void pauseFader(); void unpauseFader(); void setCurrFontId(uint32 fontId); bool checkActiveTalkThreads(); void setTextDuration(int kind, uint32 duration); uint32 clipTextDuration(uint32 duration); void getDefaultTextDimensions(WidthHeight &dimensions); void setDefaultTextDimensions(WidthHeight &dimensions); void getDefaultTextPosition(Common::Point &position); void setDefaultTextPosition(Common::Point &position); FramesList *findActorSequenceFrames(Sequence *sequence); virtual void setDefaultTextCoords() = 0; virtual void loadSpecialCode(uint32 resId) = 0; virtual void unloadSpecialCode(uint32 resId) = 0; virtual void notifyThreadId(uint32 &threadId) = 0; virtual bool testMainActorFastWalk(Control *control) = 0; virtual bool testMainActorCollision(Control *control) = 0; virtual Control *getObjectControl(uint32 objectId) = 0; virtual Common::Point getNamedPointPosition(uint32 namedPointId) = 0; virtual uint32 getPriorityFromBase(int16 priority) = 0; virtual uint32 getPrevScene() = 0; virtual uint32 getCurrentScene() = 0; virtual bool isCursorObject(uint32 actorTypeId, uint32 objectId) = 0; virtual void setCursorControlRoutine(Control *control) = 0; virtual void placeCursorControl(Control *control, uint32 sequenceId) = 0; virtual void setCursorControl(Control *control) = 0; virtual void showCursor() = 0; virtual void hideCursor() = 0; virtual void startScriptThreadSimple(uint32 threadId, uint32 callingThreadId) = 0; virtual uint32 startTempScriptThread(byte *scriptCodeIp, uint32 callingThreadId, uint32 value8, uint32 valueC, uint32 value10) = 0; virtual void resumeFromSavegame(uint32 callingThreadId) = 0; #if 0 // Savegame API enum kReadSaveHeaderError { kRSHENoError = 0, kRSHEInvalidType = 1, kRSHEInvalidVersion = 2, kRSHEIoError = 3 }; struct SaveHeader { Common::String description; uint32 version; byte gameID; uint32 flags; uint32 saveDate; uint32 saveTime; uint32 playTime; Graphics::Surface *thumbnail; }; bool _isSaveAllowed; bool canLoadGameStateCurrently() { return _isSaveAllowed; } bool canSaveGameStateCurrently() { return _isSaveAllowed; } Common::Error loadGameState(int slot); Common::Error saveGameState(int slot, const Common::String &description); void savegame(const char *filename, const char *description); void loadgame(const char *filename); const char *getSavegameFilename(int num); bool existsSavegame(int num); static Common::String getSavegameFilename(const Common::String &target, int num); static kReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *in, bool loadThumbnail, SaveHeader &header); #endif }; } // End of namespace Illusions #endif // ILLUSIONS_ILLUSIONS_H